U.S. patent number 7,731,591 [Application Number 10/722,536] was granted by the patent office on 2010-06-08 for game apparatus and backup writing control method.
This patent grant is currently assigned to Nintendo Co., Ltd.. Invention is credited to Daiki Iwamoto, Koichi Kawamoto, Naoki Koga, Yoichi Yamada.
United States Patent |
7,731,591 |
Yamada , et al. |
June 8, 2010 |
Game apparatus and backup writing control method
Abstract
A game apparatus includes, for example, a CPU, and a ROM and/or
a RAM for executing and storing game programs and game program
backup data. The RAM has multiple pre-allocated backup game data
storage areas for use by different game programs during their
respective execution including a single-player game backup data
area, a multi-player game backup data area and a shared backup data
storage area. The shared backup data storage area is provided for
storing information that is accessible in common by a plurality of
games, and separate game backup data storage areas are provided for
each of the single-player version of a game and the multi-player
version of a game. If a predetermined game condition is
accomplished during progress of a game by an operator playing one
of the plurality of stored game programs, the CPU writes
information relating to the accomplished condition to the shared
backup data storage area and to the backup data storage areas for
both the single-player game version and the multi-player game
version corresponding to the particular game in progress in which
the condition was accomplished.
Inventors: |
Yamada; Yoichi (Kyoto,
JP), Iwamoto; Daiki (Kyoto, JP), Kawamoto;
Koichi (Kyoto, JP), Koga; Naoki (Kyoto,
JP) |
Assignee: |
Nintendo Co., Ltd. (Kyoto,
JP)
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Family
ID: |
32376069 |
Appl.
No.: |
10/722,536 |
Filed: |
November 28, 2003 |
Prior Publication Data
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Document
Identifier |
Publication Date |
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US 20040106456 A1 |
Jun 3, 2004 |
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Foreign Application Priority Data
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Nov 29, 2002 [JP] |
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2002-346699 |
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Current U.S.
Class: |
463/43; 711/159;
463/42; 463/25; 463/24; 463/20; 345/505 |
Current CPC
Class: |
A63F
13/48 (20140902); A63F 13/12 (20130101); A63F
13/10 (20130101); A63F 13/95 (20140902); A63F
2300/204 (20130101); A63F 2300/636 (20130101); A63F
2300/404 (20130101); A63F 2300/8029 (20130101) |
Current International
Class: |
A63F
9/24 (20060101); A63F 13/00 (20060101); G06F
17/00 (20060101); G06F 19/00 (20060101) |
Field of
Search: |
;463/29,31,40,43-45
;436/25 |
References Cited
[Referenced By]
U.S. Patent Documents
Foreign Patent Documents
Primary Examiner: Hotaling, II; John M.
Assistant Examiner: D'Agostino; Paul A.
Attorney, Agent or Firm: Nixon & Vanderhye P.C.
Claims
What is claimed is:
1. A game apparatus that enables a player to play a plurality of
games stored on said game apparatus, said game apparatus configured
to store information relating to conditions occurring during
progress of a game into different backup data storage areas that
are separately associated with a game, comprising: a game program
data storage memory for storing said plurality game programs; a
backup data storage memory having a first backup data storing area
for storing game backup data relating to a first game program and a
second backup data storing area for storing game backup data
relating to a second game program; a game operation controller,
said operation controller initializing a start of game play by
enabling a player to select any one of said first game program and
said second game program and enabling said player to control
progress of a selected game; a game condition detector, said game
condition detector determining whether or not a predetermined game
condition is accomplished during gameplay of a game in progress on
the apparatus; and a memory write controller which, at a time when
the game condition detector determines that a redetermined game
condition is accomplished, automatically writes information
relating to the accomplished game condition into both said first
backup data storing area and said second backup data storing area
being arranged separately from said first backup data storing area,
regardless of which game program was started by said game operation
controller.
2. A game apparatus according to claim 1, wherein the backup data
storage memo includes a separate shared backup data storm area
which is used to store information used in common by a plurality of
different games,
3. A game apparatus according to claim 1, wherein the information
relating to the predetermined game condition includes condition
accomplishment information indicating that the predetermined game
condition is accomplished and change generation information for
generating changes in the progress of the game in response to
accomplishment of the predetermined condition, and said memory
write controller writes the condition accomplishment information to
said backup data storing area of one game and writes the change
generation information to said backup data storing area of another
game.
4. A game apparatus according to claim 1, wherein the information
relating to the predetermined condition includes condition
accomplishment information indicating that the predetermined
condition is accomplished and change generation information for
generating changes in the progress of the game in response to
accomplishment of the predetermined condition, and said memory
write controller writes the condition accomplishment information to
said backup data storing area of one game and writes the change
generation information to both of the backup data storing area of
one game and said backup data storing area of another game stored
on said game apparatus.
5. A game apparatus according to claim 1, wherein the information
relating to the predetermined condition includes condition
accomplishment information indicating that the predetermined
condition is accomplished and change generation information for
generating changes in the progress of the game in response to
accomplishment of the predetermined condition, and said memory
write controller further comprising a second condition detector for
determining whether or not the predetermined condition is also
accomplished in another game when the predetermined condition is
accomplished by said first condition detector wherein said memory
write controller writes the condition accomplishment information to
said backup data area of one game when it is determined that the
predetermined condition is accomplished by said first condition
detector and writes the change generation information to said
backup data storing area of another game when it is also determined
that the predetermined condition is accomplished by said second
condition detector in said another game stored on said game
apparatus.
6. A game apparatus according to claim 1, wherein said writable and
readable backup data storage memory further comprises a shared
backup data storing area for storing backup data relating to both
said first game program and said second game program, and said
memory write controller further writes to said shared backup data
storing area shared information utilized in common to both said
first game program and said second game program.
7. A game apparatus according to claim 5, wherein said memory write
controller writes the change generation information to said backup
data storing area of another game and also to said backup data
storing area of one game when it is determined that the
predetermined condition is also accomplished by said second
condition detector in said another game.
8. In a game apparatus that enables an operator to play a plurality
of games, a method enabling information relating to gameplay
conditions occurring during gameplay progress of one game to be
used by one or more other games that are also stored on said
apparatus, said game apparatus including a processor and a data
storage memory having a plurality of distinct storage areas for
respectively storing backup data for each of said plurality of
games, comprising: determining whether or not a predetermined game
condition is accomplished during gameplay of any one of said
plurality of games in which gameplay has been initiated; and
writing, at a time when it is determined that the predetermined
game condition is accomplished, information relating to the
predetermined game condition into both a backup data storing area
of a game in which progress of gameplay has been initiated and into
a backup data storing area of at least one other game also stored
on said apparatus in which progress of gameplay has not been
initiated, wherein said game apparatus autonomously stores
information relating to an occurrence of predetermined conditions
during gameplay progress of at least one game into a backup storing
area associated with each one or more of other games that are also
stored on said game apparatus.
9. A backup writing control method in a game apparatus that enables
an operator to play a plurality of games, said apparatus including
a data storage memory having a plurality of separate storage areas
for respectively storing backup data associated with each game
version, said backup writing control method comprising: determining
whether or not a predetermined game condition is accomplished
during gameplay progress of any one of said plurality of games in
which gameplay is started; and writing, at a time upon determining
that the predetermined gameplay condition is accomplished,
information relating to the predetermined game condition into both
a backup data storage area associated with a game being played in
which the predetermined game condition is accomplished and into a
backup data storing area associated with at least one other game in
which gameplay has not been started, and wherein said game
apparatus automatically stores information relating to an
occurrence of predetermined conditions during gameplay progress of
a game being played into a backup storing area associated with
other games that are also stored on said game apparatus.
10. A game apparatus which enables a player to play a plurality of
games stored on said game apparatus, comprising: a game program
storage for storing at least a first game program and a second game
program; a read/write data storage memory having a first backup
data storing area for storing backup data relating to said first
game program and a second backup data storing area for storing data
relating to said second game program; a game operation controller,
said operation controller initializing start of gameplay by
enabling a player to select any one of said first game program and
said second game program and enabling said player to progress
gameplay of a selected game; a first condition detector that
determines whether or not a predetermined game condition is
accomplished during gameplay progress of a first game selected and
started; a first writing controller that autonomously writes, at a
time a determination is made by the first condition controller that
the predetermined condition is accomplished, condition
accomplishment information indicating that the predetermined
condition is accomplished to said backup data storing area of one
game; a second condition detector that determines whether or not
the predetermined condition is also accomplished in at least one
other game stored on said apparatus that was not selected by said
operation controller once said first condition detector determines
that the predetermined condition is accomplished; and a second
writing controller that autonomously writes change generation
information for use in generating changes during gameplay progress
of the game to the backup data storing area of one game at a time
when said second condition detector determines that the
predetermined condition is accomplished in said another game,
wherein said game apparatus stores information relating to
predetermined conditions occurring during gameplay of at least one
game into a backup data store associated with each of one or more
other games that are also stored on said game apparatus, enabling
information relating to gameplay conditions occurring during
gameplay progress of one game to be used by one or more other games
that are also stored on said apparatus.
11. A game apparatus which enables an operator to play a plurality
of games stored on said apparatus, comprising: game program data
storage memory, said game program data memory being used to store
at least a first game program and a second game program; readable
and writable backup data storage memory having a first backup data
storing area for storing backup data relating only to said first
game program, a second backup data storing area for storing data
relating only to said second game program and a common backup data
storing area for storing data relating to gameplay conditions that
are relevant to gameplay for both said first game program and said
second game program; and memory writing controller programmed logic
circuitry configured to autonomously write information in said
common backup data storing area that relates to gameplay conditions
that are relevant to gameplay for both said first game program and
said second game program, wherein said memory writing controller
programmed logic circuitry enables the game apparatus to store
information relating to predetermined conditions occurring during
gameplay of at least one game into a backup data store associated
with each of one or more other games that are also stored on said
game apparatus, enabling information relating to gameplay
conditions occurring during gameplay progress of one game to be
used by one or more other games that are also stored on said
apparatus.
12. A game apparatus according to claim 11, further comprising:
game operation controller programmed logic circuitry configured to
initiate a start of gameplay by selecting any one of said first
game program and said second game program and for controlling
progress of a selected game; and condition detector programmed
logic circuitry configured to determine whether or not a
predetermined condition is accomplished during gameplay progress of
a selected and started game; wherein said memory writing controller
programmed logic circuitry writes information relating to the
predetermined condition to said common backup data storing area
upon a determination by said condition detector programmed logic
circuitry that the predetermined condition is accomplished.
13. In a game apparatus having a game program processor that
enables an operator to play a plurality of games and which includes
a data storage medium for storing game information and a game
operation controller device, wherein said data storage medium
includes at least a first game program and a second game program
and wherein said game apparatus further includes a backup data
storage medium having a first backup data storing area for storing
backup data relating to said first game program and a second backup
data storing area for storing data relating to said second game
program, a computer program embodied on said storage medium and
executable on said game program processor, comprising: program
instruction means for determining whether or not a predetermined
condition is accomplished during gameplay of any one game; and
program instruction means for autonomously writing, upon
determining that the predetermined condition is accomplished during
gameplay of said one game, information relating to the
predetermined condition to into both a backup data storing area
associated with a game in which said predetermined condition is
accomplished and into a backup data storing area associated with at
least one other game program that is also stored on said storage
medium.
14. A game apparatus which enables an operator to play a plurality
of game versions stored on said game apparatus and which includes a
game operation controller and a game program processor, comprising:
game program storage medium for storing at least a first game
program and a second game program; readable and writable backup
data storage medium having a first backup data storing area for
storing backup data relating to said first game program, a second
backup data storing area for storing data relating to said second
game program, and a third backup data storing area for storing
backup data relating to information that is utilized in common by
both of said first game program and said second game program; and
writing control programmed logic circuitry configured to
autonomously write into said third backup data storing area only
said information that is utilized in common by both said first game
program and said second game program.
Description
BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates to a game apparatus and a backup
writing control method. More specifically, the present invention
relates to a game apparatus and a backup writing control method
which are capable of playing a plurality of games and sharing
backup data of the plurality of games with each other and applies
changes to the backup data of the plurality of games according to
progress of any one of the games.
2. Description of the Prior Art
One example of such a kind of conventional game apparatus is
disclosed in a Japanese Patent Laying-open No. 2001-204966
(International Classification: A63F13/10) laid-open on Jul. 31,
2001. The prior art is a game apparatus capable of playing a
plurality of games related with each other. When any one of a
plurality of game programs is selected and instructed to be
started, another related game is searched, and a part of the game
program is changed depending upon a state of the backup data of a
found game.
The prior art changes, when starting the game, a content (program)
thereof according to a state of the backup data of another related
game so as to generate different scenario, but never brings about
changes to the backup data of another related game either, for
example.
Furthermore, in the prior art, backup areas are respectively
provided with respect to the plurality of game programs, and data
useable in common such as brightness of a screen, utilized language
and etc. is set for each of the game programs and stored in each of
the backup areas in a duplicated manner. Accordingly, it is
necessary to prepare more capacity of the backup area than
necessity, and it is troublesome to set such the common data for
each of the games.
SUMMARY OF THE INVENTION
One aspect of the example non-limiting implementation illustrated
herein is to provide a novel game apparatus and a backup writing
control method.
Another aspect of the presently illustrated implementation is to
provide a game apparatus and a backup writing control method
capable of enabling a player to enjoy a game in a manner different
from known prior art.
One illustrative exemplary non-limiting game apparatus
implementation that is disclosed herein is able to play a plurality
of games and share backup data from the plurality of games with
each other. The exemplary game apparatus is implemented by a game
program storing means for storing at least a first game program and
a second game program; a writable and readable backup data storing
means having a first backup data storing area for storing backup
data relating to the first game program and a second backup data
storing area for storing data relating to the second game program;
an operating mechanism for instructing a start of a game by
selecting any one of the first game program and the second game
program and progress of the selected game; a determining means for
determining whether or not a predetermined condition is
accomplished in the progress of the game selected and instructed to
be started; and a writing control means for writing, when it is
determined the predetermined condition is accomplished, information
relating to the predetermined condition to both of the backup data
storing area of one game and to the backup data storing area of
another game which is not selected by the operating mechanism.
For example, an examplary game apparatus (10) has the backup data
of the plurality of games which is shareable with each other. The
game apparatus (10) includes a game machine (12) and a cartridge
(14) loaded in the game machine (12). The game program storing
means includes a ROM (54) of the cartridge (14) and stores at least
a single-player game program as the first game program and a
multi-player game program as the second game program. The backup
data storing means includes a RAM (56) of the cartridge (14), and
the RAM (56) is provided with a first backup data storing area (74)
and a second backup data storing area (76).
In the game apparatus (10), a first game is started and progressed
according to the instruction of the operating mechanism (32)
provided in the game machine (12). An example determining means is
illustrated as blocks S23 or S31 in FIG. 7 or as blocks S63 or S71
in FIG. 8. A CPU (40) determines whether or not the predetermined
condition is accomplished during the progress of the first game. An
example writing control means is illustrated in blocks S25 to S29
or S33 to 39 in FIG. 7, or blocks S65 to S69 or blocks S73 to S79
in FIG. 8. The CPU (40) writes the information relating to the
predetermined condition to both of the backup data storing area of
the first game and the backup data storing area of another game
when it is determined the predetermined condition is accomplished.
The information relating to the predetermined condition may be
condition accomplishment information indicating that the
predetermined condition is accomplished, or it may be change
generation information for generating changes in the progress of
the game in response to the accomplishment of the predetermined
condition.
In at least one aspect of the example implementation disclosed
herein, it is possible to share the information between the games
or generate changes in the progress of the game according to the
information relating the condition written by a game progressing
process (S21, S61), for example, at a time of playing the game
subsequently, and therefore, it is possible to increase enjoyment
at a time of playing the game.
In another aspect, the information relating to the predetermined
condition includes condition accomplishment information indicating
that the predetermined condition is accomplished, and the writing
control means writes the condition accomplishment information to
both the backup data storing area of one game and the backup data
storing area of another game. An example writing control
implementation is illustrated by steps S27 and S25 in FIG. 7. When
it is determined that a predetermined condition (e.g. acquiring a
"sword beam" skill) is accomplished (S23), the CPU (40) writes the
condition accomplishment information ("sword beam" skill flag) to
both of the backup data storing area of one game and the backup
data storing area of another game. This makes it possible, for
example, to use a "sword skill" in the progress of another game
also by assuming that the above described condition is accomplished
in that other game. Accordingly, it is possible to share the
information in both the games and therefore, it is possible to
increase enjoyment at a time of playing the game subsequently.
In yet another aspect, the information relating to the
predetermined condition includes condition accomplishment
information indicating that the predetermined condition is
accomplished and change generation information for generating
changes in the progress of the game in response to accomplishment
of the predetermined condition, and the writing control means
writes the condition accomplishment information to the backup data
storing area of one game and writes the change generation
information to the backup data storing area of another game. An
example writing control implementation is illustrated by S65 and
S67 in FIG. 8. When the predetermined condition (e.g., collecting
"10 medals") is accomplished (S63), the CPU (40) writes the
condition accomplishment information ("10 medals" flag) to the
backup data storing area of one game and writes the change
generation information (e.g "WARASHIBE event" flag) to the backup
data storing area of another game. Therefore, a "WARASHIBE event"
can be generated in the progress of another game, for example, by
the game progressing process (S21). Accordingly, it is possible to
bring about new enjoyment which cannot be obtained without playing
one game at a time of playing another game.
In still another aspect, the information relating to the
predetermined condition includes condition accomplishment
information indicating that the predetermined condition is
accomplished and change generation information for generating
changes in the progress of the game in response to accomplishment
of the predetermined condition, and the writing control mechanism
writes the condition accomplishment information to the backup data
storing area of one game and writes the change generation
information to both of the backup data storing area of that game
and the backup data storing area of another game. An example
writing control implementation is illustrated by S33 to S37 in FIG.
7. When it is determined that the predetermined condition (e.g.,
clearing "WRASHBE event") is accomplished (S31), the CPU (40)
writes the condition accomplishment information ("WARASHIBE event
conquering" flag) to the backup data storing area of one game and
writes the change generation information (e.g., "spin attack" skill
flag) to both of the backup data storing area of the first game and
the backup data storing area of the other game. Thus, it is
possible to arrange game play such that a "spin attack" is useable
as a new sword skill by the game progressing process (S21, S61) in
both of the games. Accordingly, it is possible to share the
information between both the games, and it is possible to bring
about new enjoyment which cannot be obtained without playing one
game at a time of playing another game.
In a further aspect of the illustrative non-limiting exemplary
implementation disclosed herein, the information relating to the
predetermined condition includes condition accomplishment
information indicating that the predetermined condition is
accomplished and change generation information for generating
changes in the progress of the game in response to accomplishment
of the predetermined condition, and the writing control mechanism
further comprises a second determining means for determining
whether or not the predetermined condition is accomplished in
another game also when the predetermined condition is accomplished,
writing the condition accomplishment information to the backup data
area of one game when it is determined that the predetermined
condition is accomplished, and writing the change generation
information to the backup data storing area of another game when it
is determined that the predetermined condition is also accomplished
in another game. An example writing control implementation is
illustrated by blocks S73, S75 and S79 in FIG. 8, and an example
implementation of a second determining means is illustrated by
block S75 among them in FIG. 8. When the predetermined condition
(e.g., conquering the "last boss") is accomplished (S71), the CPU
(40) writes the condition accomplishment information (i.e., "last
boss" conquering flag) to the backup data storing area of one game.
Furthermore, when it is determined that the predetermined condition
(i.e., conquering the "last boss") is also accomplished by the
determining means within another game, that is, when the
predetermined condition is determined as being accomplished in both
the games, the CPU (40) writes particular change generation
information (e.g., "hidden dungeon" flag) to the backup data
storing area for the other game. Therefore, in playing the other
game, the game progressing process means (21) allows the "hidden
dungeon" to appear. Accordingly, it is possible to bring about new
enjoyment which cannot be obtained without playing both the games
and further satisfying the predetermined condition in both the
games at a time of playing another game.
In yet another non-limiting example implementation, the writing
control means writes the change generation information to the
backup data storing area of another game and also writes the same
to the backup data storing area of a first game when it is
determined that a predetermined condition is accomplished by a
second determining means in another game. For example, when it is
determined that the predetermined condition is accomplished (S75),
the CPU 40 writes the change generation information to the backup
data storing area of the other game and also writes the same to the
backup data storing area of the first game, and therefore, it is
possible to share the information between the games and also bring
about new enjoyment which cannot be obtained without playing both
the games and further satisfying the predetermined condition in
both the games at a time of playing both the games.
In yet another aspect, the backup data storing means further
comprises a shared readable and writable backup data storing area
for storing backup data relating to both the first game program and
the second game program, and the writing control means further
writes to the shared backup data storing area shared information
utilized in common to both of the first game program and the second
game program. For example, the backup data storing means is further
provided with a shared backup data storing area (72). Then, an
example writing control means is implemented as illustrated by S29,
S39 or S51 in FIG. 7, or S69, S77 or S81 in FIG. 8, and the CPU
(40) writes the shared information to the shared backup data area.
The shared information is utilized in common to both the games and
includes, for example, a player name, initial setting data
(brightness of screen or utilized language and so on), ranking
data, etc. Accordingly, the shared information need not to be
stored in each of the backup data storing areas, and therefore, it
is possible to decrease a capacity of the backup data storing
means. Furthermore, the shared information includes the information
relating to the predetermined condition written when it is
determined the predetermined condition is accomplished in the
progress of the game, such as acquired item flag, sword skill flag,
conquering flag etc. utilized for displaying a state of each game
on the game selection screen.
In another non-limiting example implementation of a gaming
apparatus disclosed herein, a game program is executed which is
able to play a plurality of games, is able to share backup data of
a plurality of games with each other, and is provided with a
storing means having a plurality of storing areas for respectively
storing the backup data of the plurality of games and a game
operating means. The game program makes a processor of the game
apparatus execute steps for determining whether or not the
predetermined condition is accomplished during the progress of any
one of the plurality of games instructed to be started by the game
operating means; and writing, when it is determined the
predetermined condition is accomplished, information relating to
the predetermined condition to both the backup data storing area of
one game and to the backup data storing area of another game which
has not been instructed to be started by the game operating
means.
Another aspect of the example implementation described herein is a
backup writing control method, that is able to share backup data of
a plurality of games with each other and an example game apparatus
implementation that is provided with a storing means having a
plurality of storing areas for respectively storing the backup data
of the plurality of games and a game operating means. The exemplary
non-limiting backup writing control method described herein
comprises: (a) determining whether or not the predetermined
condition is accomplished during the progress of any one of the
plurality of games that were instructed to be started by the game
operating means; and (b) writing, when it is determined the
predetermined condition is accomplished in (a), information
relating to the predetermined condition to both of the backup data
storing area of one game and to the backup data storing area of
another game which has not been instructed to be started by the
game operating means.
In another non-limiting example implementation of a game apparatus
disclosed herein, the implementation is able to play a plurality of
games and share backup data of the plurality of games with each
other. The game apparatus, comprising: a game program storing means
for storing at least a first game program and a second game
program; a backup data storing means having a first backup data
storing area for writably readably storing backup data relating to
the first game program and a second backup data storing area for
writably readably storing data relating to the second game program;
an operating means for instructing a start of a game by selecting
any one of the first game program and the second game program and
progress of the selected game; a first condition determining means
for determining whether or not a predetermined condition is
accomplished during the progress of one game selected and
instructed to be started by the operating means; a first writing
control means for writing, when it is determined that the
predetermined condition is accomplished by the first condition
determining means, condition accomplishment information indicating
that the predetermined condition is accomplished to the backup data
storing area of one game; an another condition determining means
for determining whether or not the predetermined condition is
accomplished in another game also which is not selected by the
operating means when it is determined the predetermined condition
is accomplished by the one condition determining means; and a
second writing control means for writing change generation
information for generating changes in the progress of the game to
the backup data storing area of one game when it is determined that
the predetermined condition is accomplished in another game also by
the another condition determining means.
An example first condition determining means is illustrated by S41
in FIG. 7. The CPU (40) determines whether or not the predetermined
condition is accomplished in the progress of the one game. An
example first writing control means is illustrated by S43 in FIG.
7. The CPU (40) then writes, when it is determined that the
predetermined condition is accomplished by the first condition
determining means, the condition accomplishment information
indicating that the predetermined condition is accomplished to the
backup data storing area of one game. The other condition
determining means is illustrated by S45 in FIG. 7. CPU (40) then
determines whether or not the predetermined condition is also
accomplished in another game when it is determined the
predetermined condition is accomplished by the first condition
determining means. A second writing control means is illustrated
S49 in FIG. 7. CPU (40) then writes the change generation
information for generating changes in the progress of the game to
the backup data storing area of one game when it is determined that
the predetermined condition is accomplished in another game also by
the another condition determining means.
Accordingly, it is possible to bring about new enjoyment which
cannot be obtained without playing both the games and further
satisfying the predetermined condition in both the games at a time
of playing one game.
Another aspect of the example illustrative non-limiting
implementation described herein is a game apparatus that is able to
play a plurality of games and share backup data of the plurality of
games with each other, comprising: a game program storing means for
storing at least a first game program and a second game program; a
backup data storing means having a first backup data storing area
for writably readably storing backup data relating to the first
game program, a second backup data storing area for writably
readably storing data relating to the second game program and a
shared backup data storing area for writably readably storing
backup data relating to both of the first game program and the
second game program; and the writing control means writing to the
shared backup data storing area shared information utilized in
common to both of the first game program and the second game
program.
For example, the backup data storing means includes the RAM (56) of
the cartridge (14), and the RAM (56) is provided with a first
backup data storing area (74), a second backup data storing area
(76) and a shared backup data storing area (72). An example writing
control means is illustrated by S29, S39, S47 or S51 in FIG. 7, or
S69, S77 or S81 in FIG. 8, and the CPU (40) writes the shared
information to the shared backup data storing area (72). The shared
information is for being utilized in common to both the games and
includes a player name, initial setting data (brightness of screen
or utilized language), ranking data and etc. Accordingly, the area
for the shared information need not to be provided in each of the
backup data storing areas, and therefore, it is possible to
decrease a capacity of the backup data storing means.
Accordingly, the shared backup area is provided, and therefore, it
is also possible to save user's trouble of setting the shareable
data in each of the plurality of games.
Another aspect of the example game apparatus implementation
described herein is a game apparatus, further comprising: an
operating means for instructing a start of the game by selecting
any one of the first game program and the second game program and
progress of the selected game; and a determining means for
determining whether or not a predetermined condition is
accomplished during the progress of one game selected and
instructed to be started by the operating means; wherein the
writing control means writes information relating to the
predetermined condition to the shared backup data storing area as
the shared information when it is determined that the predetermined
condition is accomplished. For example, the writing control means
writes, when it is determined that the predetermined condition is
accomplished (S23, S31, S45, S63 or S75), the information relating
to the predetermined condition such as acquired item flag, sword
skill flag, conquering flag and etc. to the shared backup data
storing area as the shared information. These are utilized for
displaying a state of each game on a game selection screen, and so
on. That is, it is appropriate that the shared information is read
from the shared backup data area at a time of displaying the game
selection screen and therefore, it is possible to save user's
trouble of individually reading required information from the
backup data storing area of each of the games, and thus, it is
possible to speed up the process.
A game information storage medium according to further aspect of
the non-limiting example implementation disclosed herein is able to
play a plurality of games and is able to share backup data of the
plurality of games with each other, and is utilized in a game
apparatus provided with an operating means and a processing means.
The example game information storage medium implementation
disclosed herein has a game program storage medium for storing at
least a first game program and a second game program; and a
writable and readable backup data storage medium having a first
backup data storing area for storing backup data relating to the
first game program and a second backup data storing area for
storing data relating to the second game program. The example game
program storage medium further includes a determining program for
determining whether or not the predetermined condition is
accomplished in progress of any one of the first game program and
the second game program instructed to be started by the operating
means; and a writing control program for writing, when it is
determined the predetermined condition is accomplished by the
determining program, information relating to the predetermined
condition to both the backup data storing area of one game and to
the backup data storing area of another game that is not selected
by the operating means.
A game information storage medium according to a further aspect of
the non-limiting example implementation discussed herein is able to
play a plurality of games and is able to share backup data of the
plurality of games with each other, and is utilized in a game
apparatus provided with an operating means and a processing means.
The disclosed exemplary game information storage medium comprises a
game program storage medium for storing at least a first game
program and a second game program; and a writable and readable
backup data storage medium having a first backup data storing area
for storing backup data relating to the first game program, a
second backup data storing area for storing data relating to the
second game program and a shared backup data storing area for
storing backup data relating to both of the first game program and
the second game program. The example game program storage medium
further includes a writing control program for writing to the
shared backup data storing area shared information utilized in
common to both of the first game program and the second game
program.
A still further aspect of the exemplary implementation disclosed
herein is the ability to decrease the capacity of the backup data
storing means in a manner similar to another aspect of the
disclosed example game apparatus implementation.
For example, at a time of selecting any one of the plurality of
games and playing the same, when the predetermined condition is
accomplished in at least the progress of the game, by writing the
information relating to the condition to both of the backup data
storing area of one game and the backup data storing area of
another game, changes is generated, and therefore, it is possible
to increase enjoyment at a time of playing the game subsequently.
Accordingly, it is possible to bring about enjoyment different from
the prior art in which the scenario of the game is changed
depending upon the backup data of another game at a start of the
game.
Furthermore, the shared backup data area is provided, and the
shared information is written thereto, and therefore, there is no
need to individually secure the area for storing the shared
information in each of the backup data storing areas, and thus, it
is possible to decrease a capacity of the storing means (memory)
for backup data. Furthermore, it is possible to save the user the
trouble of making a specific setting in each of the plurality of
games.
The above described features, aspects and advantages of the
disclosed exemplary non-limiting implementation of a game apparatus
will become more apparent from the following detailed description
when taken in conjunction with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is an exterior view showing a game apparatus of one
embodiment of the present invention;
FIG. 2 is a block diagram showing one example of an internal
configuration of the game apparatus of FIG. 1 embodiment;
FIG. 3 is an exterior view showing one example of a connected state
of the game apparatuses at a time of playing a multi-player
game;
FIG. 4 is an illustrative view showing a memory map of a ROM
provided in a cartridge of FIG. 2 embodiment;
FIG. 5 is an illustrative view showing one example of a memory map
of a RAM provided in the cartridge of FIG. 2 embodiment;
FIG. 6 is a flowchart showing a game operation in FIG. 1
embodiment;
FIG. 7 is a flowchart showing a processing for single-player game
in FIG. 6;
FIG. 8 is a flowchart showing a processing for multi-player game in
FIG. 6;
FIG. 9 is an illustrative view showing a state shifting in the RAM
of the cartridge in a case a "sword beam" skill is learned in the
single-player game;
FIG. 10 is an illustrative view showing a state shifting in the RAM
of the cartridge in a case 10 medals are collected in the
multi-player game;
FIG. 11 is an illustrative view showing a state shifting in the RAM
of the cartridge in a case a "WARASHIBE event" is cleared in the
single-player game;
FIG. 12 is an illustrative view showing a state shifting in the RAM
of the cartridge in a case a last boss is defeated in the
single-player game after the last boss is defeated in the
multi-player game; and
FIG. 13 is an illustrative view showing a state shifting in the RAM
of the cartridge in a case the last boss is defeated in the
multi-player game after the last boss is defeated in the
single-player game.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
An examplary game apparatus 10 is shown in FIG. 1 which includes a
game machine 12 and a cartridge 14 connected to the game machine
12. A portable game machine such as Nintendo's GAMEBOY ADVANCE.TM.
is one example gaming system that is applicable as an examplary
game machine 12.
A housing of the game machine 12 is provided with a color liquid
crystal display (LCD) 16 at a nearly center of a front surface
thereof. The LCD 16 is displayed with a game image such as a game
selection screen (menu screen), game world, game characters and
etc.
On the front surface of the housing, a cross button 18, a start
button 20 and a select button 22 are provided at a predetermined
position of the left of the LCD 16, and an A button 24 and a B
button 26 are provided at a predetermined position of the right of
the LCD 16. Furthermore, an L button 28 and an R button 30 are
provided at right and left end portions on an upper surface of the
housing. Respective buttons are operating buttons for operating a
game by a user and are collectively shown as an operating portion
32 in FIG. 2.
The cross key 18 functions as a direction switching key and can
move a game character, a cursor and etc. which are displayed on the
LCD 16 in a top-to-bottom or left-to-right direction. The start
button 20 is utilized for instructing a game start, and the select
button 22 is utilized for selecting a game mode and etc. Mainly,
the A button 24 is utilized for selecting (determining) an item
designated by the cursor, and the B button 26 is utilized for
cancelling the selected item. Each of the A button 24, the B button
26, the L button 28 and the R button 30 makes the game character
displayed on the LCD 16 perform an arbitrary action such as
throwing, catching, jumping, cutting by a sward, talking and etc by
being operated independently or in combination thereof.
The housing is, at a depth side of the upper surface, formed with a
loading slot 34 to which the game cartridge 14 is detachably
loaded. Connectors 36 and 38 connectable with each other (FIG. 2)
are respectively provided at a depth portion of the loading slot 34
and at an end portion of the game cartridge 14 in the loading
direction. Thus, when the connectors 36 and 38 are connected with
each other, the cartridge 14 is allowed to be accessed by a CPU 40
(FIG. 2) of the game machine 12. Furthermore, the housing is, at
the front side of an upper surface, provided with an external
expansion connector (connector for communication) 42 (FIG. 2). The
connector 42 is connected with a communication cable 44 (FIG. 3) at
a time of performing an interactive play of the multi-player
game.
An example game machine 12 is illustrated in FIGS. 1 and 2, and in
this example, the connector 36 is a 32-pin connector at a depth
portion of the upper surface, and the connector 42 is a 6-pin
connector at a front portion of the upper surface.
The housing is, on its surface below the A button 24 and the B
button 26, provided with a speaker 46 from which a sound such as
BGM, a sound effect during the game and etc. are output.
Furthermore, above the A button 24 and the B button 26, a power
lamp 48 which lights up when a power is turned on and changes in
color depending upon a remaining amount of a battery.
In addition, although not illustrated, the housing is provided with
a battery accommodating box in which a battery is set on its rear
surface and a power switch, a volume adjustment knob, a headphones
connecting terminal and etc. on its bottom surface.
FIG. 2 is a block diagram of an electric configuration (internal
configuration) of the game apparatus 10 (game machine 12 and
cartridge 14). Referring to FIG. 2, the game machine 12 includes
the CPU 40 which is called as a processor, a computer or the like
and is for governing a total control of the game machine 12. The
CPU 40 is connected with the LCD 16, the operating portion 32 and
the connector 36 described above via an internal bus and is also
connected with a working RAM (WRAM) 50, a transmitting/receiving
buffer 52 and etc.
The LCD 16 is displayed with a game image in response to a display
signal from the CPU 40. It is noted that although not illustrated,
the CPU 40 is connected with a VRAM and an LCD controller so as to
render character image data, game image data and etc. on the VRAM
according to an instruction of the CPU 40. The LCD controller reads
the image data rendered on the VRAM in response to an instruction
of the CPU 40 and displays game images of the characters, a game
screen and etc. on the LCD 16.
The operating portion 32 includes the above-described operating
buttons 18, 20, 22, 24, 26, 28 and 30, and an operating signal is
applied to the CPU 40 in response to an operation of each of the
operating buttons. Accordingly, the CPU 40 executes a process
according to an instruction of the user applied through the
operating portion 32.
The WRAM 50 is utilized as a work area of the CPU 40 or a buffer
area. The transmitting/receiving buffer 52 is for
transmitting/receiving data at a time of performing the interactive
play of the multi-player game and is connected to the external
expansion connector 42. Connecting with the connector 42 of another
game machine 12 by use of the communication cable 44 makes it
possible to perform data communications between a plurality of game
apparatus 10.
Furthermore, although not illustrated, the CPU 40 is, via a sound
circuit, connected with the speakers 46 from which a sound such as
game music, sound effect and etc. is output in response to a sound
signal applied from the CPU.
The cartridge 14 is provided with a ROM 54 and a RAM 56 which are
connected with each other via a bus and which are connected to the
connector 38. Accordingly, when the cartridge 14 is loaded in the
game machine 12, and whereby, when the connectors 36 and 38 are
connected with each other, the CPU 40 is electrically connected to
the ROM 54 and the RAM 56. Accordingly, the CPU 40 can read
predetermined program data from a predetermined area of the ROM 54
so as to develop the same on the WRAM 50, can read predetermined
backup data from the RAM 56 so as to write the same to the WRAM 50,
and can write to a predetermined area of the RAM 56 backup data
such as game data generated in the WRAM 50 according to progress of
the game or condition relating information and etc.
It is noted that although the flash memory being a nonvolatile
memory is applied as the RAM 56, a ferroelectric memory (FeRAM),
EEPROM, and etc. may be applied as another nonvolatile memory.
The ROM 54 includes a main program area 58 and a game program area
60 as shown in FIG. 4. The main program area 58 is stored in
advance with a game selecting program 62, a backup data writing
control program 64, a communication control program 66 and etc.
These are programs for being utilized in common between the
plurality of games stored in the cartridge 14.
The game selecting program 62 is a program for making the user
select which game is to be played among the plurality of games. The
backup data writing control program 64 is a program for controlling
writing of the backup data to the RAM 56, and this allows the
predetermined backup data to be written when an instruction from
the user is present, when a predetermined timing is reached or when
a predetermined condition is accomplished in the game. The
communication control program is a program for controlling data
communication between other game machines 10 in a case a
multi-player game is played.
The game program area 60 is stored with a plurality of game
programs respectively required for the plurality of games stored in
the game cartridge 14. In this embodiment, two game programs of a
single-player game program (first game program) and a multi-player
game program (second game program) are stored in the game program
area 60. Each game program includes various data and programs
required for playing or progressing the game such as image
processing program, character data, sound data and etc. It is
needless to say that more than two game programs may be stored in
another embodiment.
In this embodiment, a single-player game and a multi-player game
being an action role-playing game (action RPG) in genre (kind) are
stored in advance. The action RPG is a game with an action game
element and a role-playing game (RPG) element. That is, similarly
to an RPG, a player character intends to defeat a boss (last boss)
of enemy characters and adventures with growth through equipment of
arms, conversation with another character, battle against the enemy
characters while similarly to an action game, the player character,
the equipped arms and etc. can be arbitrarily moved by an operation
of the user at a time of battle.
The RAM 56 includes, as shown in FIG. 5, a shared backup area 72, a
single-player game backup area (first backup data storing area) 74
and a multi-player game backup area (second backup data storing
area) 76.
The shared backup area 72 is an area for storing (reserving) backup
data in common between the plurality of games. In this embodiment,
a player name, initial setting data (brightness of screen, utilized
language and etc.), ranking data, an acquired item flag, a sword
skill flag, a conquering flag and etc. are stored as shared
information utilized in common between the plurality of games.
The initial setting data such as player name, brightness of the
screen, utilized language and etc. is generally even between the
plurality of games. Accordingly, the data is not stored in each of
the backup areas for the game programs but stored in the shared
backup area 72. Then, it is appropriate that in a case the
shareable data is set once and then, the game is played, the backup
data is read from the shared backup area 72.
Thus, the data utilized in common between the plurality of games is
not stored in each of backup areas but stored in the shared backup
area 72, and therefore, there is no need to provide areas for the
shared data in each of the backup areas for the game programs, and
it is possible to reduce a memory capacity for backup. Furthermore,
storing the data as shared information saves user's trouble of
setting the sharable data in each of the plurality of games.
In addition, each of the acquired item flag, the sword skill flag,
the conquering flag and etc. (information relating to the
condition) is set in progresses of each game when a predetermined
condition is accomplished; however, in the shared backup area 72,
the flag area is set for displaying the game selection screen.
That is, the user can confirm a state of each game, i.e., kind of
items acquired in each game, kind of learned sword skills, a degree
of conquering and etc. on the game selection screen by the acquired
item flag, the sword skill flag, the conquering flag and etc.
stored in the shared backup area 72. Thus, if the information
relating the condition is stored in the shared backup area 72 as
the shared information, there is no need to read from each of the
backup areas for the game programs at a time of displaying the game
selection screen and so on, and therefore, it is possible to speed
up a process. It is noted that these flags stored in the shared
backup area 72 are strictly for displaying the selection screen and
are read from the backup area of each game for the purpose of speed
up a game progressing process at a time of progressing the
game.
More specifically, the acquired item flag is related to a specific
item such as a sword, a key, a medal and etc. and can be set
(written) to an area corresponding to a kind of the item by
acquiring the item on the game. A "10 medals" flag described later
is applied thereto. The sword skill flag is related to a skill of a
sword and set to an area corresponding to a kind of the sword skill
by learning the sword skill anew on the game screen. A "sword beam"
skill flag, a "spin attack" skill flag and etc. described later
applied thereto. The conquering flag relates to course or progress
of the conquering of the game and etc. and set in an area
corresponding to a conquering element in response to occurrence of
the conquering element such as occurrence and clearing of a
specific event, conquering the bosses, conversation with a specific
person and etc. A "WARASHIBE event" flag, a "WARASHIBE event"
conquering flag, a "last boss" conquering flag, a "hidden dungeon"
flag and etc. are applied thereto.
The single-player game backup area 74 is a backup area for storing
(reserving) backup data relating to the single-player game program
and is stored with progress situation data, the acquired item flag,
the sword skill flag and etc.
The progress situation data is game data which is stored in
response to an instruction of a data storing (saving) by the user's
operation or at a predetermined timing and is information related
to a game state including a game world state and a player's state
which are respectively a scene of a game world and a player's level
at a time of storing. When playing the game next time after
completion of the game, it is possible to restart the game from a
previously stored state by reading the progress situation data and
etc.
The acquired item flag, the sword skill flag and the conquering
flag are the same as in the above-described shared backup area 72,
respectively represent the item, the sword skill and the progress
of conquering and are reset when the predetermined condition is
accomplished in the progress of the game or another game. It is
noted that the acquired item flag, the sword skill flag, the
conquering flag stored in the single-player game backup area 74 are
basically for progressing the single-player game. These flags may
be utilized (read) in the progress of the multi-player game by
another user, but never utilized in order to display the game
selection screen.
The multi-player game backup area 76 is a backup area for storing
the backup data relating to the multi-player game program and is
stored with the progress situation data, the acquired item flag,
the sword skill flag, the conquering flag and etc. similarly to the
single-player game backup area 74. A content of each data is the
same as the one stored in the above-described single-player game
backup area 74, and therefore, a detailed description thereof is
omitted hereunder.
In the game apparatus 10, the plurality of games, i.e., the
single-player game and the multi-player game are stored as
described above, and therefore, the user can select a game to be
played on the game selection screen. In a case of connecting with a
plurality of game machines 12 in order to play the multi-player
game, a user of a master machine can perform a selection on the
game selection screen.
At a time of playing the multi-player game, the plurality of game
machines 12 are connected with each other through the communication
cable 44 as shown in FIG. 3. In this embodiment, four game machines
12 are connected with each other through three communication cables
44. Each of the communication cables 44 has at each end a connector
(not shown) connectable with the communication connector 42 of the
game machine 12 and has at a center thereof a connection box 44a
having a connector (not shown) connectable with the connector at
the end. By connecting the connector of the connection box 44a with
one end of the connector of another communication cable 44, more
than two game machines 12 can be connected with each other.
It is noted that the game machine 12 utilized in the embodiment is
the game boy advance as one example, and in this case, a game boy
advance dedicated communication cable (product name) can be applied
as the communication cable 44.
The cartridge 14 may be loaded in all the game machines 12 and may
be loaded in only the master machine. In a case of the cartridge of
multi-cartridge type loading the cartridges in all the game
machines 12, the backup data is stored in a predetermined backup
area of the RAM 56 of each cartridge 14. In a case of the cartridge
of one-cartridge type loading the cartridge in only the master
machine, the backup data is stored in the predetermined backup area
of the RAM 56 of the cartridge 14. It is noted that discrimination
between the master machine and the slave machine may be performed
by detecting a connecting state of the communication cables 44 in a
hardware manner or and may be performed on the basis of a user
operation on the selection screen and etc. in a software
manner.
It is noted that the game apparatus 10 is formed by the game
machine 12 and the cartridge 14 detachably loaded therein in this
embodiment; however, it is needless to say that the ROM 54 and the
RAM 56 built-in the cartridge 14 may be integrated with the game
machine 12.
In the game apparatus 10, when any one of games is selected by a
user operation, the selected game is started. If the predetermined
condition is accomplished in progressing the game, information
relating to the predetermined condition described later is written
to the backup data storing area of the game and is further written
to at least any one of the backup data storing areas of other
games. Therefore, changes are applied to the backup data.
Accordingly, in a case of playing the game corresponding to the
changed backup data subsequently, changes are applied to the game
in accordance with the backup data in the game progressing process,
and therefore, it is possible to increase enjoyment at a time of
playing the game. Thus, in the game machine 10, during playing one
game, it is possible to write and read predetermined backup data
from and to the backup storing area of another game, that is, it is
possible to share the backup data between the plurality of games
with each other.
Herein, information relating to the condition written in response
to accomplishment of the predetermined condition includes condition
accomplishment information and change generation information. The
condition accomplishment information is for indicating that the
predetermined condition is accomplished and includes the "sword
beam" skill flag, the "10 medals" flag, the "WARASHIBE event"
conquering flag and the "last boss" conquering flag in this
embodiment. The change generation information is for generating
specific changes in the progress of the game in accordance with the
accomplishment of the condition and includes the "spin attack"
skill flag, the "WARASHIBE event" flag and the "hidden dungeon"
flag in this embodiment. For example, when the change generation
information is read during the game progressing process, a specific
change according to the change generation information occurs in the
game. The "spin attack" skill, the "WARASHIBE event" and the
"hidden dungeon" are specific changes in the game, and such the
specific change occurs only when both of the single-player game and
the multi-player game are played and the predetermined condition is
accomplished in each of the games as described later.
For example, in a case that the player character learns the "sword
beam" as a new sword skill in playing the single-player game, the
"sword beam" skill flag is set in the multi-player game backup area
76 as well as in the single-player game backup area 74 as shown in
FIG. 9.
Accordingly, if the multi-player game is played after the "sword
beam" skill is usable in the single-player game, the "sword beam"
skill is also usable in the multi-player game. That is, if both of
the single-player game program and the multi-player game program
share information (various data and programs) required for
realizing a content (usage of the "sword beam" skill) indicated by
the condition relating information (the "sword beam" skill flag),
that is, if both the games have in common the required information
in advance, the "sword beam" skill is usable in both the games.
Furthermore, the "sword beam" skill flag is also set in the shared
backup area 72, and this makes it possible to display on the game
selection screen that the "sword beam" skill is learned by the
player character.
In addition, in a case the player character has collected 10 medals
in the multi-player game, the "WARASHIBE event" flag is set in the
single-player game backup area 74 as shown in FIG. 10(C) as well as
the "10 medals" flag is set in the multi-player game backup area 76
as shown in FIG. 10(B).
Accordingly, in a case of playing the single-player game after
succeeding in collecting 10 medals in the multi-player game, the
"WARASHIBE event" can be generated in the single-player game. Thus,
the "WARASHIBE event" is the specific event occurring in the
single-player game when the 10 medals are collected by playing the
multi-player game and can be played and enjoyed by only the user
who accomplishes the condition. Furthermore, as understood form
FIG. 10(C), the "10 medals" flag is also set in the shared backup
area 72, and this makes it possible to confirm that the 10 medals
has already been acquired on the game selection screen.
Furthermore, in a case the "WARASHIBE event" is cleared in the
single-player game, the "spin attack" skill flag is set in both of
the single-player game backup area 74 and the multi-player game
backup area 76 as shown in FIG. 11(C) as well as the "WARASHIBE
event" conquering flag is set in the single-player game backup area
74 as shown in FIG. 11(B).
Accordingly, in a case that the "WARASHIBE event" occurs and the
event is cleared, the "spin attack" skill is set so as to be usable
as the new sword skill in playing the single-player game and the
multi-player game subsequently. Thus, the "spin attack" skill
becomes effective by collecting 10 medals in the multi-player game
and conquering the "WARASHIBE event" in the single-player game.
Accordingly, the "spin attack" skill cannot be used by a user not
playing the multi-player game, failing in medal collecting
competition or the like. Furthermore, as understood from FIG.
11(C), the "spin attack" skill flag is set in the shared backup
area 72, and this makes it possible to confirm that the "spin
attack" skill has been learned on the game selection screen.
Furthermore, in a case of succeeding in defeating the "last boss"
in both of the single-player game and the multi-player game, the
"hidden dungeon" flag is set in the single-player game backup area
74 as shown in FIG. 12 and FIG. 13. It is noted that FIG. 12 is a
state shifting in each of the backup areas in a case where the
"last boss" is defeated in the single-player game after the "last
boss" is defeated in the multi-player game, and FIG. 13 is, in a
reverse conquering order to FIG. 12, shows a state shifting in each
of the backup areas in a case where the "last boss" is defeated in
the multi-player game after the "last boss" is defeated in the
single-player game.
Accordingly, when playing the single-player game subsequently, it
is possible to present on the game map and play the "hidden
dungeon". That is, in a case of conquering the last boss in both
the games, the user can enjoy playing the game in the "hidden
dungeon" which has not been present in the previous game world or
to which no one can enter. Thus, the "hidden dungeon" is a special
dungeon which occurs in response to conquering the "last boss" in
both the games. In addition, at the same time, the "last boss"
conquering flag is also set in the shared backup area 72, and this
makes it possible to confirm that the "last boss" is conquered in
both the games on the game selection screen.
Thus, when the predetermined condition is accomplished in the
progress of one game, the predetermined condition relating
information is written to the backup area and etc. of another game
which is not played, and whereby, changes are applied to the backup
data. Accordingly, it is possible to share the backup data between
the plurality of games, link contents between the respective games
with each other or combine the contents between them, and
therefore, this brings about a different enjoyment from a prior art
such as increase of enjoyment in playing the game subsequently and
a new enjoyment which is never obtained without playing another
game or both the games.
The CPU 40 or the computer of the game machine 12 operates
according to flowcharts shown in FIG. 6 to FIG. 8. When a power
source of the game machine 12 is turned on, the CPU 40, as shown in
FIG. 6, first reads the backup data from the shared backup area 72
of the RAM 56 of the cartridge 14 so as to write the same to the
WRAM 50 in a step S1 and displays a game selection screen (not
shown) on the LCD 16 in a step S3. In a case the backup data is
present in the shared backup area 72, a player name, an acquired
item, a sword skill, a course of conquering and etc. for each game
are displayed on a game state displaying screen and so on included
in the game selection screen. Accordingly, this allows the user to
confirm a state of each of the games before selecting the game.
Then, it is determined whether or not the single-player game is
selected in a step S5. If "YES" is in the step S5, that is, if the
single-player game is selected by a user's operation, the backup
data is read from the single-player game backup area 74 of the RAM
56 so as to write the same to the WRAM 50 in a step S7, and a
single-player game process is executed in a following step S9. On
the other hand, if "NO" in the step S5, that is, if the
multi-player game is selected by the user's operation, the backup
data is read from the multi-player game backup area 76 so as to
write the same to the WRAM 50 in a step S11, and a multi-player
game process is executed in a following step S13.
In the single-player game process in the step S9 and the
multi-player game process in the step S13, each of the games is
progressed according to the operation by the user. Then, when the
predetermined condition is accomplished in the progress of the
game, the predetermined backup data is written to the predetermined
backup data area.
FIG. 7 shows one example of an operation of the CPU 40 in which
backup data writing control is mainly performed in the
single-player game of the step S9 (FIG. 6). A game progressing
process is executed on the basis of the operation by the player in
a step S21. In the game progressing process, the game is progressed
by executing all the process required for progressing the game such
as an image process of each game program except for the backup data
writing control process. Furthermore, a process according to the
information related to the written condition is also executed in
the step S21.
In this embodiment, it is determined whether or not the
predetermined condition is accomplished in following steps S23, S31
and S41. When it is determined that the predetermined condition is
accomplished, a writing of the predetermined backup data
(information relating to the condition) obtained by accomplishing
the condition is performed.
In the step S23, it is determined whether or not the "sword beam"
is learned. If "NO" in the step S23, the process proceeds to the
next step S31; however, if "YES" in the step S23, that is, if the
player character learns the "sword beam" skill, the "sword beam"
skill flag is written to the single-player game backup area 74 in a
step S25. Furthermore, the "sword beam" skill flag is also written
to the multi-player game backup area 76 in a step S27. Furthermore,
the "sword beam" skill flag is also written to the shared backup
area 72 in a step S29. Through the process from the steps S25 to
S29, the "sword beam" skill flag is set in the predetermined area
of each of the backup areas as shown in FIG. 9. After completion of
the process in the step S29, the process proceeds to a step S53. It
is noted that it is determined whether or not the single-player
game is completed in the step S53, and if "NO", the process returns
to the step S21 so as to repeat the single-player game process.
The "sword beam" skill flag is written to the single-player game
backup area 74 in the step S25. Accordingly, in the subsequent
single-player game, it is possible to confirm that the player
character has already learned the "sword beam" skill and to set the
"sword beam" skill useable by reading the "sword beam" skill flag
from the single-player game backup area 74 in the step S21.
Furthermore, the "sword beam" skill flag is also written to the
multi-player game backup area 76 which is not currently played in
the step S27. Accordingly, in playing the subsequent multi-player
game, it is possible to set the "sword beam" skill useable in the
multi-player game also by reading the "sword beam" skill flag from
the multi-player game backup area 76 in a step S61 in FIG. 8. In
addition, the "sword beam" skill flag is written to the shared
backup area 72 in the step S29. Accordingly, at a time of
displaying the game selection screen subsequently, it is possible
to display on the game selection screen that the character has
already learned the "sword beam" skill in the process in the
following step S3 by reading the "sword beam" skill flag from the
shared backup area 72 in the process of the step S1 in FIG. 6.
Thus, when the predetermined condition (acquirement of the "sword
beam" skill) is accomplished in the single-player game, the "sword
beam" skill flag is written to both of the single-player game
backup area 74 and the multi-player game backup area 76. This makes
it possible to share the data between the games and to increase
enjoyment at a time of playing the multi-player game.
It is determined whether or not the "WARASHIBE event" is cleared in
the step S31. It is noted that the "WARASHIBE event" is an event
occurring in the single-player game in a case the predetermined
condition (collecting 10 medals) is accomplished in the
multi-player game described above. For example, the "WARASHIBE
event" occurs on the game by reading the "WARASHIBE event" flag
from the single-player game backup area 74 in the process of the
step S21.
If "NO" in the step S31, the process proceeds to the next step S41.
On the other hand, if "YES" in the step S31, that is, if the
"WARASHIBE event" is cleared, the "WARASHIBE event" conquering flag
is written to the single-player game backup area 74 in a following
step S33 (see FIG. 11(B)). Furthermore, the "spin attack" skill
flag is written to the single-player game backup area 74 in a step
S35, the "spin attack" skill flag is written to the multi-player
game backup area 76 in a step S37, and the "spin attack" skill flag
is written to the shared backup area 72 in a step S39 (see FIG.
11(C)). After completion of the process in the step S39, the
process proceeds to the step S53.
Thus, the "WARASHIBE event" conquering flag is written to the
single-player game backup area 74 in the step S33. Accordingly, by
reading the "WARASHIBE event" conquering flag from the
single-player game backup area 74 in the step S21 when subsequently
playing the single-player game, it is possible to confirm that the
"WARASHIBE event" is conquered. Therefore, it is possible to change
to the game progress such as not generating the "WARASHIBE event"
subsequently, generating another event or shifting to another
stage. In addition, since the "spin attack" skill flag is written
to the single-player game backup area 74 in the step S35.
Accordingly, by reading the "spin attack" skill flag from the
single-player game backup area 74 in the process of the step S21
when subsequently playing the single-person game, the player
character can use the "spin attack" skill. Furthermore, the "spin
attack" skill flag is also written to the multi-player game backup
area 76 which is not currently played. Accordingly, by reading the
"spin attack" skill flag from the multi-player game backup area 76
in a process of the step S61 (see FIG. 8) when subsequently playing
the multi-player game, the player character can use the "spin
attack" skill in the multi-player game also. In addition, the "spin
attack" skill flag is written to the shared backup area 72 in the
step S39. Accordingly, by reading the "spin attack" skill flag from
the shared backup area 72 in the process of the step S1 (FIG. 6)
when subsequently displaying the game selection screen, it is
possible to notice a fact that the character has already learned
the "spin attack" skill flag in the process of the following step
S3.
Thus, when the predetermined condition (clearing of the "WARASHIBE
event") is accomplished in the single-player game, the "spin
attack" skill flag is written to both of the single-player game
backup area 74 and the multi-player game backup area 76. This makes
it possible to share the data between the games and increase
enjoyment at a time of playing the multi-player game. Furthermore,
a condition for obtaining the "spin attack" skill (clearing of the
"WARASHIBE event") is based on accomplishment of another condition
(collecting 10 medals) in the multi-player game and therefore, it
is possible to bring about enjoyment which cannot be obtained
without playing the multi-player game and clearing the
predetermined condition.
It is determined whether or not the "last boss" is defeated in the
step S41. If "NO" in the step S41, the process proceeds to a step
S51. On the other hand, if "YES" in the step S41, that is, if the
"last boss" is conquered, the "last boss" conquering flag is
written to the single-player game backup area 74 in a step S43 (see
FIG. 12(B)). Thus, by reading the "last boss" conquering flag from
single-player game backup area 74, it is possible to confirm that
the "last boss" has already been conquered in the single-player
game.
Then, it is determined whether or not the "last boss" conquering
flag is present in the multi-player game backup area 76 in a step
S45. If "NO" in the step S45, the process proceeds to the step
S53.
On the other hand, if "YES" in the step S45, that is, if the "last
boss" has already been conquered in the multi-player game also, the
"last boss" conquering flag is written to the shared backup area 72
in a following step S47 (see FIG. 12(C)). Thus, by reading the
"last boss" conquering flag from the shared backup area 72 in the
step S1, it is possible to display conquering of the "last boss" in
both of the single-player game and the multi-player game in the
following step S3 (FIG. 6) at a time of displaying the game
selection screen subsequently.
Then, the "hidden dungeon" flag is written to the single-player
game backup area 74 in a step S49 (see FIG. 12(C)). Accordingly, by
reading the "hidden dungeon" flag from the single-player game
backup area 74 in the step S21 when playing the single-player game,
it is possible to set such that the "hidden dungeon" which has not
been present before appears on a game map, and the player can play
the "hidden dungeon".
Thus, when the predetermined conditions (conquering the last boss)
are accomplished in both the games, the "hidden dungeon" flag is
written to the single-player game backup area 74 and therefore, new
enjoyment which cannot be obtained without playing both the games
and clearing the predetermined condition can be brought about at a
time of playing the subsequent single-player game.
Another process is executed in the step S51. The process is another
process relating to the backup data writing control in the
single-player game. By executing such the process, the progress
situation data such as a level of the player character and etc.,
the other acquired item, the sword skill, the conquering flag and
so on are written to the single-player game backup area 74 and to
the shared backup area 72 as necessary in response to a user's
operation or at a predetermined timing. Also, in a case the initial
setting data such as player name, brightness of screen, language
and etc. is set at a start of the single-player game, these are
written to the shared backup area 72 as the shared information.
After completion of the process in the step S51, the process
proceeds to the step S53.
It is determined whether or not the single-player game is completed
in the step S53, and if "YES" in the step S53, that is, if the user
selects completion of the game, the single-player game process is
completed.
FIG. 8 shows a process mainly performing the backup data writing
control in the multi-player game process in the step S13 (FIG. 6).
First, the game progressing process is executed on the basis of the
player's operation and received data from another game machine 10
in the step S61. In the game progressing process, all the processes
required for progressing the game except for the backup data
writing control process such as image process, communication
control process of each game programs are executed so as to
progress the game. Furthermore, a process corresponding to the
information relating to the written condition is also executed in
the step S61.
Then, it is determined whether or not the predetermined condition
is accomplished in following steps S63 and S71, and if it is
determined that the predetermined condition is accomplished,
writing of the predetermined backup data (information relating to
the condition) is performed.
It is determined whether or not "10 medals" are collected in the
step S63. If "NO" in the step S63, the process proceeds to the next
step S71. On the other hand, if "YES" in the step S63, that is, if
the player character has collected 10 medals, the "10 medals" flag
is written to the multi-player game backup area 76 in a following
step S65 (see FIG. 10 (B)). Then, the "WARASHIBE event" flag is
written to the single-player game backup area 76 in a step S67, and
the "10 medals" flag is also written to the shared backup area 72
in a step S69 (see FIG. 10(C)). It is noted that after completion
of the process in the step S69, the process proceeds to a step S83
so as to determine whether or not the multi-player game is
completed, and if "NO", the process returns to the step S61 so as
to repeat the multi-player game process.
Thus, the "10 medals" flag is written to the multi-player game
backup area 76 in the step S65. Accordingly, by reading the "10
medals" flag from the multi-player game backup area 76 in the step
S61 when playing the multi-player game, it is possible to confirm
that the player character obtains the "10 medals". Furthermore, by
writing the "WARASHIBE event" flag to the single-player game backup
area 74 in the step S67, it is possible to generate the "WARASHIBE
event" as described above in the subsequent single-player game.
Furthermore, by conquering the "WARASHIBE event", it is possible to
use "spin attack" skill. In addition, the "10 medals" flag is
written to the shared backup area 72 in the step S69. Accordingly,
by reading the "10 medals" flag from the shared backup area 72 in
the process of the step S1 (FIG. 6) at a time of displaying the
game selection screen subsequently, collecting the 10 medals can be
noticed at a time of playing the multi-player game in the step
S3.
That is, when the predetermined condition (collecting "10 medals")
is accomplished in the multi-player game, the "WARASHIBE event"
flag is written to the single-player game backup area 74. This
makes it possible to bring about new enjoyment which cannot be
obtained without playing the multi-player game and clearing the
predetermined condition.
It is determined whether or not the "last boss" is defeated in the
step S71. If "NO" in the step S71, the process proceeds to a step
S81. On the other hand, if "YES" in the step S71, that is, if the
"last boss" is conquered in the multi-player game, the "last boss"
conquering flag is written to the multi-player game backup area 76
in a following step S73 (see FIG. 13(B)). By reading the "last
boss" conquering flag from the multi-player game backup area 76
when subsequently playing the multi-player game, it is possible to
confirm the "last boss" has already been conquered.
Then, it is determined whether or not the "last boss" conquering
flag is present in the single-player game backup area 74 in a step
S75. If "NO" in the step S75, the process proceeds to the step
S83.
On the other hand, if "YES" in the step S75, that is, if "the last
boss" has already been defeated in the single-player game, the
"last boss" conquering flag is written to the shared backup area 72
in a following step S77 (See FIG. 13(C)). Thus, at a time of
displaying the game selection screen subsequently, by reading the
"last boss" conquering flag from the shared backup area 72 in the
process of the step S1 (FIG. 6), it is possible to display the fact
that the "last boss" is defeated in both of the single-player game
and the multi-player game in following process of the step S3.
Then, the "hidden dungeon" flag is written to the single-player
game backup area 74 in a step S79 (see FIG. 13(C)).
Accordingly, at a time of playing the single-player game
subsequently, it is possible to set such that the "hidden dungeon"
which has not been present before appears on the game map as
described above, and it is possible for the player to play the
"hidden dungeon". Thus, it is possible to bring about new enjoyment
which cannot be obtained without playing both the games and
clearing the predetermined condition.
Another process is executed in the step S81. The process is another
process relating to the backup data writing control in the
multi-player game. By executing such the process, the progress
situation data such as a level of the player character and etc.,
the other acquired item, the sword skill, the conquering flag and
so on are written to the multi-player game backup area 76 and to
shared backup area 72 as necessary in response to a user's
operation or at a predetermined timing. Also, in a case the initial
setting data such as player name, brightness of screen, language
and etc. are set at a start of the multi-player game, these are
written to the shared backup area 72 as the shared information.
After completion of the process in the step S81, the process
proceeds to the step S83.
It is determined whether or not the multi-player game is completed
in the step S83, and if "YES" in the step S83, that is, if the user
of the master machine selects completion of the game, the
multi-player game process is completed.
According to this embodiment, when any one of the single-player
game and the multi-player game is selected and played, if the
predetermined condition is accomplished at least in the progress of
the selected game, the information relating to the condition
(condition accomplishment information and change generation
information) is written to both of the backup data storing area for
the related game and the backup data storing area for another game,
and whereby, changes are brought about, and therefore, it is
possible to increase enjoyment at a time of playing the game
subsequently. Accordingly, it is possible to bring about different
enjoyment from the prior art in which a scenario of the game is
changed depending upon backup data of another game at a start of a
game.
Furthermore, the shared backup area 72 is provided, and the shared
information utilized in common between the plurality of games is
written thereto. Accordingly, there is no need to store the
information in each of the backup data areas 74 or 76, and
therefore it is possible to reduce the capacity of the backup
memory.
It is noted that when the predetermined condition (conquering the
last boss) is accomplished in both the games, the "hidden dungeon"
flag is written to only the single-player game backup area 74 in
the above-described embodiment (step S49 or step S79); however, the
"hidden dungeon" flag may be written to the multi-player game
backup area 76 in another embodiment. In this case, the "hidden
dungeon" is presented on the game map so as to be playable in the
multi-player game. In addition, after the "hidden dungeon" flag is
written to both of the single-player game backup area 74 and the
multi-player game backup area 76, the "hidden dungeon" may become
playable in playing both the games subsequently.
Furthermore, although the plurality of game programs different in
type (i.e., between the single-player game and the multi-player
game) are stored in the ROM 54 of the cartridge in the
above-described embodiments, the plurality of game programs the
same in type (i.e., between the single-player games, between the
multi-player games or the like) may be stored in the ROM 54 so as
to share data between them.
Furthermore, although the plurality of game programs the same in
genre (kind) of action RPG may be stored in the above-described
embodiment, the plurality of game programs different in genre are
stored in the ROM 54 so as to share the backup data between the
games different in genre. Thus, even if the games are different in
genre, respective of the contents of the games are linked or
combined with each other, for example, and therefore, enjoyment in
the subsequent playing can be increased, that is, new enjoyment
which cannot be obtained without playing another game or both the
games is brought about.
For example, an action game in which the player character defeats
appearing enemy characters so as to clear a stage and an RPG in
which the player character adventures with growth may be stored in
the ROM 54. In this case, when an "arms item" is acquired in the
action game, by writing an "arms item" flag to both of an action
game backup area and an RPG backup area, it is possible to utilize
the "arms item" in the RPG also.
Furthermore, in a case a base ball game and a puzzle game are
stored, when in the baseball game, one team wins the game by ten
points, a "ten-run" flag is written to one backup area for the
baseball game, and a "bonus game" flag is written to another backup
area for the puzzle game, and therefore, a "bonus game" is playable
in the puzzle game.
In addition, a case that a capturing game for capturing and raising
a monster character and a race game for driving a car and competing
for an order are stored is taken as an example. In the capturing
game, when more than 30 kinds of monster characters are captured, a
"30-kind" flag is written to a backup area for the capturing game,
and in the race game, when ranking first consecutive five times, a
"consecutive five times first rank" flag is written to a backup
area for the race game. Then, when both of the "30-kind" flag and
the "consecutive five times first rank" flag are written, by
writing a "new-kind-of-monster character" flag to the backup area
of the capturing game, a "new monster character" can be presented
in the capturing game.
Although the present invention has been described and illustrated
in detail, it is clearly understood that the same is by way of
illustration and example only and is not to be taken by way of
limitation, the spirit and scope of the present invention being
limited only by the terms of the appended claims.
* * * * *